
[
    "VCM_ActivateAI", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    "激活 Vcom", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    true, // data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_ActivateAI = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_Debug", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    "启用调试模式。主要是系统聊天信息。", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
	false,// data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_Debug = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_SIDEENABLED", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "LIST", // setting type
    "受VCOM影响的阵营", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [[[west,east,resistance],[west,east],[west],[east],[resistance],[resistance,west],[resistance,east]],[["West, East, Resistance"],["West, East"],["West"],["East"],["Resistance"],["Resistance, West"],["Resistance, East"]],0], // data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_SIDEENABLED = _this;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_ARTYENABLE", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    "AI能使用火炮", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    false, // data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_ARTYENABLE = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_ARTYSIDES", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "LIST", // setting type
    "使用FFE/VCOM火炮的阵营", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [[[west,east,resistance],[west,east],[west],[east],[resistance],[resistance,west],[resistance,east]],[["West, East, Resistance"],["West, East"],["West"],["East"],["Resistance"],["Resistance, West"],["Resistance, East"]],0], // data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_ARTYSIDES = _this;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_StealVeh", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    "AI偷空的/没锁的车？", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
	true,// data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_StealVeh = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_ForceSpeed", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    "强制AI速度'全速'?", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
	true,// data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_FullSpeed = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_ADVANCEDMOVEMENT", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    "AI生成新的侧翼路点", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
	true,// data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_ADVANCEDMOVEMENT = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_FRMCHANGE", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    "AI根据位置改变队形", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
	true,// data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_FRMCHANGE = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;


[
    "VCM_AIDISTANCEVEHPATH",
    "SLIDER", 
    ["AI能偷车的距离", "距离小队长多远的AI检查偷车"],
    "VCOM 设置",
    [0,1000,100,0],
    true,
    {
        params ["_value"];
        VCM_AIDISTANCEVEHPATH = _value;
    }
] call CBA_Settings_fnc_init;

[
    "VCM_RAGDOLL", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    "被击中时AI布娃娃？", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
	true,// data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_RAGDOLL = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_RAGDOLLCHC", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "被击中时AI布娃娃概率", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,100,50,0], // data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_RAGDOLLCHC = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_AIHEALING", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    ["VCOM处理治疗", "让AI在没有命令的情况下自我治疗。当Ace Medical for AI激活时禁用"], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
	true,// data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_AIHEALING = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_HEARINGDISTANCE", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "AI能听到远处枪声", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,1500,800,0], // data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_HEARINGDISTANCE = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_WARNDIST", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "AI呼叫远处的部队增援", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,2500,1000,0], // data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_WARNDIST = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_WARNDELAY", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "呼叫支援前AI等待的时间（秒）。", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,300,30,0], // data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_WARNDELAY = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_STATICARMT",
    "SLIDER",
    ["AI使用固定式武器的时间（秒）", "看到敌人会累加，没有敌人会逐渐减少，小于1时会离开固定式武器"],
    "VCOM 设置", 
    [0,10000,300,0], 
    true,
    {
        params ["_value"];
        VCM_STATICARMT = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;


[
    "VCM_MINECHANCE", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    ["AI布雷概率", "战斗时每30秒检查一次 0 = disabled"], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,100,10,0], // data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_MINECHANCE = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_LGARRISONCHANCE", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    ["AI暂时驻扎建筑物的机会", "每五分钟检查一次 0 = Disabled."], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,100,20,0], // data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_LGARRISONCHANCE = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_ARTYDELAY", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "在炮兵请求之前延迟。基于阵营", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,5000,300,0], // data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_ARTYDELAY = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_ARTYSPREAD", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "以米为单位的炮弹散布", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,5000,400,0], // data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_ARTYSPREAD = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;


[
    "VCM_AIMagLimit", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    ["AI开始寻找更多的弹匣","设置为0以禁用"], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,5,2,0], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_AIMagLimit = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

//////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////VCOM Driving Settings////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////

[
    "VCM_DrivingActivated", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    "启用增强的AI驾驶 (实验)", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 驾驶", // Pretty name of the category where the setting can be found. Can be stringtable entry.
	false,// data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {  
        params ["_value"];
        VCM_DrivingActivated = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_DrivingDelay", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    ["脚本周期时间", "脚本查找障碍的频率"], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 驾驶", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0.5,3,0.75,2], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {  
        params ["_value"];
        VCM_DrivingDelay = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_DrivingDist", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    ["寻找障碍物的距离", "从预测的位置到搜索障碍物的距离。预测位置随车速而变化。"], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 驾驶", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [5,30,10,1], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {  
        params ["_value"];
        VCM_DrivingDist = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_DRIVERLIMIT", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    ["驾驶执行限制", "在每个周期运行多少个驾驶代码"], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 驾驶", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [1,10,4,0], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {  
        params ["_value"];
        VCM_DRIVERLIMIT = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

//////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////Ryd FFE settings/////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////

[
    "RydFFE_Active", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    "激活FFE (取代VCOM火炮)", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "FFE 射击效果", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    true, // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
		VCM_FFEARTILLERY = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "RydFFE_Debug", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    "FFE 除错", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "FFE 射击效果", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    false, // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
		RydFFE_Debug = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "RydFFE_FO_string", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "EDITBOX", // setting type
    ["FFE 前方观察员"], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "FFE 射击效果", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    "", // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
		RydFFE_FO = [];
		{RydFFE_FO pushBack (missionNamespace getVariable _x)} forEach (_value splitstring ", ");
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "RydFFE_FOClass_string", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "EDITBOX", // setting type
    ["FFE 前方观察员类", "此数组保存类名（仅限小写！）如果该数组已经不是空的，则将自动添加到RydFFE_FO数组中（意味着如果有限的检测处于活动状态）"], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "FFE 射击效果", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    "i_spotter_f, o_spotter_f, b_spotter_f, o_recon_jtac_f, b_recon_jtac_f, i_sniper_f, o_sniper_f, b_sniper_f, i_soldier_m_f, o_soldier_m_f, b_g_soldier_m_f, b_soldier_m_f, o_recon_m_f, b_recon_m_f, o_soldieru_m_f, i_uav_01_f, i_uav_02_cas_f, i_uav_02_f, o_uav_01_f, o_uav_02_cas_f, o_uav_02_f, b_uav_01_f, b_uav_02_cas_f, b_uav_02_f", // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
		RydFFE_FOClass = _value splitstring ", ";
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "RydFFE_OnePhase", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    ["FFE One Phase", "默认情况下，观察者将发射1/6的齐射作为调整齐射，下一个是“效果射击”。启用此选项将跳过此操作。"], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "FFE 射击效果", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    false, // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
		RydFFE_OnePhase = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "RydFFE_2PhWithoutFO", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    ["FFE Two Phase without Forward Observer", "将在两相模式下发射，也将在“无限定位模式”，如上所述。"], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "FFE 射击效果", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    false, // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
		RydFFE_2PhWithoutFO = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "RydFFE_Acc", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    ["FFE 精准度", "整个齐射散布半径的倍数。值越大，半径越大。"], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "FFE 射击效果", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [1, 4, 2, 0], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
		RydFFE_Acc = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "RydFFE_Safe", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    ["FFE 安全区", "齐射将不会被计划用于任何盟军团长周围这个半径范围内的坐标（以米为单位）。"], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "FFE 射击效果", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [20, 300, 100, 0], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
		RydFFE_Safe = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "RydFFE_Monogamy", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    ["FFE Monogamy", "每组只能被一个火炮瞄准。"], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "FFE 射击效果", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    true, // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
		RydFFE_Monogamy = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "RydFFE_Amount", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "FFE 弹幕尺寸", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "FFE 射击效果", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [1, 12, 6, 0], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
		RydFFE_Amount = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "RydFFE_ShellView", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    ["FFE 炮弹视角", "如果设置为true，在调试模式下有一个可用的工具，允许观察炮弹在飞行过程中，在地图上点击位置（LMB）周围选定的米半径内用橙色“水滴”标记。shift+lmb删除监视圈"], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "FFE 射击效果", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    false, // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
		RydFFE_ShellView = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "RydFFE_FoAccGain", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    ["FFE 前方观察员精度加成", "由于第一步后的调整，增加了射击任务第二步、第二步的精度倍增。值越小，精度越高，不能为负。它乘以ffe级的观察者调整因子：（0.2+（随机0.2））来改变齐射漂移半径"], // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "FFE 射击效果", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0.5,3,1,1], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
		RydFFE_FoAccGain = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

//AI SKILL SETTINGS
[
    "VCM_SKILLCHANGE", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    "AI受VCOM技能设置的影响", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 技能设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
	  true,// data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_SKILLCHANGE = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_SIDESPECIFICSKILL", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "CHECKBOX", // setting type
    "启用阵营特定技能参数", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 技能设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
	  true,// data for this setting:
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_SIDESPECIFICSKILL = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

//Aiming Accuracy
[
    "VCM_AISKILL_AIMINGACCURACY_W", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "AI瞄准精度(West)", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 技能设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,1,0.25,2], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_AISKILL_AIMINGACCURACY_W = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_AISKILL_AIMINGACCURACY_E", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "AI瞄准精度(East)", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 技能设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,1,0.25,2], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_AISKILL_AIMINGACCURACY_E = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_AISKILL_AIMINGACCURACY_R", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "AI瞄准精度(Ind)", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 技能设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,1,0.25,2], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_AISKILL_AIMINGACCURACY_R = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

//Aiming Shake
[
    "VCM_AISKILL_AIMINGSHAKE_W", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "AI瞄准抖动(West)", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 技能设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,1,0.15,2], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_AISKILL_AIMINGSHAKE_W = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_AISKILL_AIMINGSHAKE_E", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "AI瞄准抖动(East)", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 技能设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,1,0.15,2], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_AISKILL_AIMINGSHAKE_E = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_AISKILL_AIMINGSHAKE_R", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "AI瞄准抖动(Ind)", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 技能设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,1,0.15,2], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_AISKILL_AIMINGSHAKE_R = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

//Aiming Speed
[
    "VCM_AISKILL_AIMINGSPEED_W", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "AI瞄准速度(West)", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 技能设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,1,0.35,2], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_AISKILL_AIMINGSPEED_W = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_AISKILL_AIMINGSPEED_E", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "AI瞄准速度(East)", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 技能设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,1,0.35,2], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_AISKILL_AIMINGSPEED_E = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

[
    "VCM_AISKILL_AIMINGSPEED_R", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting.
    "SLIDER", // setting type
    "AI瞄准速度(Ind)", // Pretty name shown inside the ingame settings menu. Can be stringtable entry.
    "VCOM 技能设置", // Pretty name of the category where the setting can be found. Can be stringtable entry.
    [0,1,0.35,2], // data for this setting: [min, max, default, number of shown trailing decimals]
    true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer
    {
        params ["_value"];
        VCM_AISKILL_AIMINGSPEED_R = _value;
    } // function that will be executed once on mission start and every time the setting is changed.
] call CBA_Settings_fnc_init;

diag_log "VCOM: Loaded CBA settings";
